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Old 03-15-2011, 03:50 PM   #8
ComBAT
 
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Join Date: Aug 2010
Location: Windsor Locks, CT
Default Re: Super Munchkin and Bad Stuff

Quote:
Originally Posted by MunchkinMan View Post
Some key issues I want to clear up:
  1. When using Super Munchkin with two classes, you get the advantages and disadvantages of both classes. You can't avoid the Wizard oriented Bad Stuff because that's a disadvantage of being a Wizard. If he wanted to remain a Wizard, he needed to discard his Warrior Class.
  2. Once he failed to Run Away, he could not discard the Warrior Class (and lose the disadvantages of being a Wizard) until he resolved the failed Run Away roll. So, the Warrior discard would have to occur before the roll.
I think that for this instance, a disadvantage is subject to the current situation. To me, 80% of the time, I'd rather lose the Wizard class over dying, so if you are a Super Munchkin Wizard, then whose to say keeping the Wizard class is actually an advantage over dying? I'd think that if you are going to invoke some kind of an advantage here, then it'd be a choice. I already sort of feel like the Wizard has an advantage in the bad stuff already, but it ends up coming down to what the player wants to happen versus what bad stuff is actually worse.
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